Armor Class
14
Hit Points
25
(4d10 + 3)
Speed
50 ft.
STR
16
(+3)
DEX
10
(+0)
CON
12
(+1)
INT
2
(-4)
WIS
10
(+0)
CHA
6
(-2)
Saving Throws
STR +5, DEX +2
Damage Immunities
Fire, Poison
Senses
Darkvision, Passive Perception 10
Languages
--
Challenge
1/2 (100 XP)
Proficiency Bonus
+2
Traits
Charge. If the Clockwork Unicorn moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Sure-Footed. The hart has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage.
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